ActiveEventArgs.cs :  » Game » SDL » SdlDotNet » Input » C# / CSharp Open Source

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Input » ActiveEventArgs.cs
#region LICENSE
/*
 * Copyright (C) 2004 - 2007 David Hudson (jendave@yahoo.com)
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#endregion LICENSE

using System;

using SdlDotNet.Core;
using Tao.Sdl;

namespace SdlDotNet.Input{
    /// <summary>
    /// Event args for gaining focus.
    /// </summary>
    /// <remarks>
    /// The app can gain focus from the mouse, 
    /// keyboard or from being de-iconified.
    /// </remarks>
    public class ActiveEventArgs : SdlEventArgs
    {
        #region Constructors

        internal ActiveEventArgs(Sdl.SDL_Event evt)
            : base(evt)
        {
        }

        /// <summary>
        /// Constructor for ActiveEventArgs
        /// </summary>
        /// <remarks>
        /// Creates EventArgs that can be passed to the event queue
        /// </remarks>
        /// <param name="gainedFocus">
        /// True if the focus was gained, False if it was lost
        /// </param>
        /// <param name="state">
        /// Set to type of input that gave the app focus
        /// </param>
        public ActiveEventArgs(bool gainedFocus, Focus state)
        {
            Sdl.SDL_Event evt = new Sdl.SDL_Event();

            if (gainedFocus)
            {
                evt.active.gain = 1;
            }
            else
            {
                evt.active.gain = 0;
            }
            evt.type = (byte)EventTypes.ActiveEvent;
            evt.active.state = (byte)state;
            this.EventStruct = evt;
        }

        #endregion

        #region Public Methods

        /// <summary>
        /// Returns true if the app has gained focus
        /// </summary>
        /// <remarks>
        /// The keyboard, mouse or de-iconified app can give the app focus
        /// </remarks>
        public bool GainedFocus
        {
            get
            {
                if (this.EventStruct.active.gain != 0)
                {
                    return true;
                }
                else
                {
                    return false;
                }
            }
        }

        /// <summary>
        /// Returns the type of input that gave the app focus
        /// </summary>
        /// <remarks>
        /// The keyboard, mouse or de-iconified app can give the app focus
        /// </remarks>
        public Focus State
        {
            get
            {
                return (Focus)this.EventStruct.active.state;
            }
        }

        #endregion
    }
}
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